feat(lighting): A7 visible-cell light scoping + [indoor-light] probe (NOT the #176/#177 fix)
Port retail's per-frame light collection: the point-light pool is built from ONLY the currently-visible cells' lights, matching CObjCell::add_*_to_global_lights (0x0052b350/0x0052b390) walked over CEnvCell::visible_cell_table (0x0052d410) — not a flat world-space set capped at 128-nearest-camera. - LightSource.CellId (retail insert_light arg6 -> RenderLight +0x6c); tagged at both registration sites from entity.ParentCellId (live weenie fixtures + dat EnvCell statics). - LightManager.BuildPointLightSnapshot(camPos, visibleCells): a light joins the pool iff CellId==0 (viewer/global) or its cell is in the flood. 128 cap kept as a now-non-biting backstop (retail's is 40 static + 7 dynamic, 0x0081ec94/8). - Threaded via RetailPViewDrawContext.RebuildScopedLights, invoked in DrawInside after the flood resolves prepareCells and before the draws (renderers select from the same in-place-rebuilt PointSnapshot; EnvCellRenderer clears its per-cell cache each pass). - [indoor-light] probe (ACDREAM_PROBE_INDOOR_LIGHT=1) dumps the scoped-pool SET COMPOSITION. Un-skips LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant. CORRECTION: the handoff called the camera-cap the "confirmed" #176/#177 mechanism. The probe PROVES scoping works (291 Hub fixtures -> pool of 1-9, ~285 through-floor lights dropped/frame, CellIds match the flood), but the user's VISUAL GATE showed BOTH symptoms unchanged. So pool composition is NOT the cause. #176 real cause = an over-bright purple point light (intensity=100, color 0.784,0,0.784 -- from [light-detail]); #177 = a portal-visibility miss (stairs not drawn looking back). Both stay OPEN. This change is retail-faithful and retires the camera-eviction latent bug; kept as such, not as the symptom fix. Register AP-85 corrected; ISSUES #176/#177 re-diagnosed; render digest banner updated. Decomp: insert_light 0x0054d1b0, minimize_object_lighting 0x0054d480, calc_point_light 0x0059c8b0; pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md. Suites green: Core 2595 + 2 skip, App 719 + 2 skip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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10 changed files with 516 additions and 35 deletions
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@ -37,7 +37,8 @@ public static class LightInfoLoader
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uint ownerId,
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Vector3 entityPosition,
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Quaternion entityRotation,
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bool isDynamic = false)
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bool isDynamic = false,
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uint cellId = 0)
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{
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var results = new List<LightSource>();
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if (setup?.Lights is null || setup.Lights.Count == 0) return results;
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@ -89,6 +90,7 @@ public static class LightInfoLoader
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Range = info.Falloff * (isDynamic ? 1.5f : 1.3f),
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ConeAngle = info.ConeAngle,
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OwnerId = ownerId,
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CellId = cellId, // owning cell — scopes the per-frame visible-cell pool (A7 #176/#177)
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IsLit = true,
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IsDynamic = isDynamic,
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};
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@ -218,11 +218,33 @@ public sealed class LightManager
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/// per-object selection.
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/// </summary>
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public void BuildPointLightSnapshot(Vector3 cameraWorldPos)
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=> BuildPointLightSnapshot(cameraWorldPos, visibleCells: null);
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/// <summary>
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/// Visible-cell-scoped snapshot build — the faithful port of retail's per-frame
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/// light collection (<c>CObjCell::add_*_to_global_lights</c> 0x0052b350/0x0052b390
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/// walked over <c>CEnvCell::visible_cell_table</c> 0x0052d410). When
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/// <paramref name="visibleCells"/> is non-null (an indoor root with a portal
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/// flood), a cell-tagged light is a candidate ONLY when its <see cref="LightSource.CellId"/>
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/// is in the visible set — a cell-less light (<c>CellId == 0</c>: the viewer fill,
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/// global lights) is always included. This is what (a) stops an under-room light
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/// washing THROUGH a solid floor (its cell isn't visibly flooded → excluded) and
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/// (b) bounds the pool to the handful of visible cells so <see cref="MaxGlobalLights"/>
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/// never evicts a visible cell's in-range light (the #176/#177 mechanism). When
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/// <paramref name="visibleCells"/> is null (outdoor root / no flood) the behaviour
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/// is unchanged from the legacy full-pool path.
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/// </summary>
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public void BuildPointLightSnapshot(Vector3 cameraWorldPos, IReadOnlySet<uint>? visibleCells)
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{
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_pointSnapshot.Clear();
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foreach (var light in _all)
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{
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if (!light.IsLit || light.Kind == LightKind.Directional) continue;
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// Visible-cell scoping (retail add_*_lights over visible_cell_table). A
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// cell-less light (CellId == 0: viewer fill / global) is always a candidate;
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// a cell-tagged light joins the pool ONLY when its cell is visibly flooded.
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if (visibleCells is not null && light.CellId != 0 && !visibleCells.Contains(light.CellId))
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continue;
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light.DistSq = (light.WorldPosition - cameraWorldPos).LengthSquared();
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_pointSnapshot.Add(light);
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}
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@ -231,6 +253,11 @@ public sealed class LightManager
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_pointSnapshot.Sort(static (a, b) => a.DistSq.CompareTo(b.DistSq));
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_pointSnapshot.RemoveRange(MaxGlobalLights, _pointSnapshot.Count - MaxGlobalLights);
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}
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// A7.L1 SET-COMPOSITION probe — only meaningful on the scoped (indoor) path.
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// Inert unless ACDREAM_PROBE_INDOOR_LIGHT=1; the flag check keeps it zero-cost off.
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if (visibleCells is not null && AcDream.Core.Rendering.RenderingDiagnostics.ProbeIndoorLightEnabled)
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AcDream.Core.Rendering.RenderingDiagnostics.EmitIndoorLight(visibleCells.Count, _all, _pointSnapshot);
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}
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// ── Viewer light — retail SmartBox::set_viewer (0x00452c40) ──────────────
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@ -46,6 +46,12 @@ public sealed class LightSource
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public float Range = 10f; // metres, hard cutoff
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public float ConeAngle = 0f; // radians, Spot only
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public uint OwnerId; // attached entity id; 0 = world-global
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public uint CellId; // owning cell id (0xLLLLNNNN); 0 = cell-less/global (viewer fill, sun).
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// Retail carries this on the RenderLight (insert_light arg6, +0x6c) so the
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// per-frame pool can be built from only the VISIBLE cells' lights
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// (CObjCell::add_*_to_global_lights over CEnvCell::visible_cell_table).
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// acdream uses it to scope BuildPointLightSnapshot — a cell-tagged light is
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// only a candidate when its cell is visibly flooded (#176/#177 A7 fix).
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public bool IsLit = true; // SetLightHook latch
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public bool IsDynamic; // #143: true = D3D hardware path (1/d att, range×1.5);
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// false = static dat-baked bake (1/d³, range×1.3)
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@ -271,6 +271,33 @@ public static class RenderingDiagnostics
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public static bool ProbeLightEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_LIGHT") == "1";
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/// <summary>
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/// A7.L1 (2026-07-06) per-cell light SET-COMPOSITION probe — the apparatus the
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/// <c>[light]</c> counts could not provide (the #176/#177 discriminator: the bug
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/// lived in set MEMBERSHIP, not counts). When true, the scoped
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/// <c>LightManager.BuildPointLightSnapshot</c> emits ONE rate-limited
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/// <c>[indoor-light]</c> line describing the visible-cell-scoped point-light pool
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/// (see <see cref="EmitIndoorLight"/>):
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/// <code>
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/// [indoor-light] visibleCells=<N> pool=<M> cellLess=<K> registered=<R>
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/// droppedNonVisible=<R-M> byCell=[0x<id>:<count>,...]
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/// </code>
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/// This validates the A7 fix's load-bearing assumption end-to-end:
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/// <list type="bullet">
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/// <item><description><c>cellLess==pool</c> (every pool light is CellId 0) ⇒
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/// cell tagging FAILED (ParentCellId not flowing) — scoping is a silent no-op.</description></item>
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/// <item><description><c>pool==cellLess</c> while <c>registered</c> is large in a
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/// LIT room ⇒ tagged CellIds never match the visible set (wrong id form) — the
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/// room would go dark.</description></item>
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/// <item><description><c>droppedNonVisible>0</c> with <c>byCell</c> tracking the
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/// visible rooms ⇒ scoping WORKING (the under-room/through-floor lights are the
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/// dropped ones).</description></item>
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/// </list>
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/// Output-only, inert when off. Initial state from <c>ACDREAM_PROBE_INDOOR_LIGHT=1</c>.
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/// </summary>
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public static bool ProbeIndoorLightEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_LIGHT") == "1";
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// Cell-change gate for EmitVis. The probe fires once per distinct root cell
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// so launch.log stays readable under motion (the per-frame call is a no-op
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// when the root is unchanged). Sentinel 0 = "no root yet" — the first real
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@ -451,6 +478,66 @@ public static class RenderingDiagnostics
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}
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}
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// Wall-clock rate-limit gate for EmitIndoorLight (shares the 1 s interval).
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private static long _lastIndoorLightEmitTicks;
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/// <summary>
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/// A7.L1 — emit ONE rate-limited <c>[indoor-light]</c> line describing the
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/// visible-cell-scoped point-light pool: the SET COMPOSITION the <c>[light]</c>
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/// counts can't show. Cheap no-op when <see cref="ProbeIndoorLightEnabled"/> is
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/// false; otherwise fires at most once per second. Called from the scoped
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/// <c>LightManager.BuildPointLightSnapshot</c> (visibleCells != null path).
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/// </summary>
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/// <param name="visibleCellCount">Size of the portal-flood visible-cell set this frame.</param>
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/// <param name="allRegistered">Every registered light (<c>LightManager._all</c>).</param>
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/// <param name="scopedSnapshot">The visible-cell-scoped point-light pool just built.</param>
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public static void EmitIndoorLight(int visibleCellCount,
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IReadOnlyList<AcDream.Core.Lighting.LightSource> allRegistered,
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IReadOnlyList<AcDream.Core.Lighting.LightSource> scopedSnapshot)
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{
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if (!ProbeIndoorLightEnabled) return;
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long now = DateTime.UtcNow.Ticks;
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if (_lastIndoorLightEmitTicks != 0 && (now - _lastIndoorLightEmitTicks) < LightEmitIntervalTicks)
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return;
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_lastIndoorLightEmitTicks = now;
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int registeredLitPoints = 0;
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foreach (var l in allRegistered)
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if (l.IsLit && l.Kind != AcDream.Core.Lighting.LightKind.Directional) registeredLitPoints++;
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int pool = scopedSnapshot.Count;
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int cellLess = 0;
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var hist = new Dictionary<uint, int>();
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foreach (var l in scopedSnapshot)
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{
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if (l.CellId == 0) cellLess++;
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hist.TryGetValue(l.CellId, out var c);
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hist[l.CellId] = c + 1;
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}
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var sb = new StringBuilder(220);
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sb.Append("[indoor-light] visibleCells=").Append(visibleCellCount);
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sb.Append(" pool=").Append(pool);
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sb.Append(" cellLess=").Append(cellLess);
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sb.Append(" registered=").Append(registeredLitPoints);
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// Lights excluded by visibility scoping (retail: cells not in visible_cell_table
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// contribute nothing) — the through-floor/under-room lights kept out of the pool.
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sb.Append(" droppedNonVisible=").Append(registeredLitPoints - pool);
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sb.Append(" byCell=[");
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const int MaxCells = 12;
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int shown = 0;
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foreach (var kv in hist)
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{
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if (shown >= MaxCells) { sb.Append(",..."); break; }
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if (shown > 0) sb.Append(',');
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sb.Append("0x").Append(kv.Key.ToString("X8")).Append(':').Append(kv.Value);
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shown++;
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}
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sb.Append(']');
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Console.WriteLine(sb.ToString());
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}
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private static bool _probeEnvCellEnabled =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_ENVCELL") == "1";
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